A mod to make Wesnoth's RNG a little less frustrating

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SmashingSuccess
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Joined: April 12th, 2018, 5:25 am

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by SmashingSuccess » May 18th, 2018, 10:04 am

This is a large part of the sentiment behind what I am attempting to do by creating a completely separate tactics RPG. By completely removing RNG from the game entirely and using Wesnoth's damage-strikes combat engine as a starting line, it removes a lot of problems that inherently come with Randomness, as mentioned by the OC. No one except statisticians can really deal with a lot of the negative downsides of RNG without issue.

Hell, its one of the reasons I despise games like DotA and Hearthstone, where it feels like some gameplay elements are leaking with excessive amounts of unnecessary randomness.

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Britannicus
Posts: 53
Joined: June 25th, 2017, 8:04 pm

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by Britannicus » May 18th, 2018, 8:27 pm

Wait, how is DotA random? I get Hearthstone, but I thought MOBAs were pretty close to stuff like CS in terms of lack of randomness?

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Sudipta
Posts: 199
Joined: June 10th, 2015, 6:37 pm
Location: Meditating under a waterfall, Heartfangs, Wesnoth

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by Sudipta » May 19th, 2018, 10:59 am

I have yet to see anyone tryout this new RNG system, play a few scenarios or matches and provide feedback about their game experiences here. Everyone's just going on about mechanics, principles, blah blah, blah. Dave clearly asked for feedback about how the new mods affects battles and said he is not interested in discussions about how it works etc at the moment. Also keep in mind that its just in the intial testing phase... no need to get so worked up guys. It's not gonna change the fate of BfW irreversibly or anything. Chill.

Personally, i am not interested in this new experimental PRNG stuff because i love Wesnoth the way it is. I have never used any mods in my 8 years of playing wesnoth because i feel like it goes against the spirit of the game (go figure what that means :whistle: ) I don't want wesnoth to become a different game, if i want something like Fire emblem, i'd rather play fire emblem instead and leave wesnoth the way it is. But that's just me.

Arguing about RNG is pointless and doesn't lead to anything productive. Instead it would be better for everyone involved, if they either provide some tested game feedbacks on the new alternative prng mod as Dave wants or just ignore this altogether.
It is the mark of an educated mind to be able to entertain a thought without accepting it.
Playing Wesnoth since 2010, still there is so much left to play

shevegen
Posts: 145
Joined: June 3rd, 2004, 4:35 pm

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by shevegen » Yesterday, 9:45 pm

I have not yet tried any mods - just testing wesnoth again after many years.

In general it would be nice if all these modifications and possibilities would also
exist for review, by the user, within the game. Including alternatives to the
default rules set. I have no problem with the default but it is nice to try alternatives.

shevegen
Posts: 145
Joined: June 3rd, 2004, 4:35 pm

Re: A mod to make Wesnoth's RNG a little less frustrating

Post by shevegen » Yesterday, 9:48 pm

> Arguing about RNG is pointless and doesn't lead to anything productive. Instead it would be
> better for everyone involved, if they either provide some tested game feedbacks on the new
> alternative prng mod as Dave wants or just ignore this altogether.

I think it is great to have alternatives in general.

An example I want to give is scummvm:

https://www.scummvm.org/

Relevant part:
" Battle to liberate the populace from the threat of the tyrant Lord Xeen, or his cruel master Alamar. Or dare to venture beyond the world of Xeen to the world of Havoc to test your mettle with a new challenge. We're pleased to announce support for the following games:

Might and Magic IV - Clouds of Xeen [...] etc."
It is primarily for old sierra/lucas games but they expanded. Recently they also added support
for the old Might and Magic dos games.

So in some ways, scummvm is a bit of a platform or engine(s) for old games.

Wesnoth could also do something somewhat similar IMO - either with mods or more mods
but also as re-using the engine for other games too that include a tactical component;
turn based strategy games.

Anyone remembers the old DOS games that were tactical and turn-based? Things like
that.

I have no idea if there are enough developers to want to explore this; and of course wesnoth
should also be about the, well, wesnoth-game. But if that can be expanded, why not?

Would seem nice to have not only a game but also a platform for similar games (I only
mean similar, aka tactic/turn based games; scummvm sort of goes a bit further these
days. Guess they have a lot of active developers. I have no idea how many active
developers wesnoth has but the project seems to be doing quite ok, judging at the
quality and improvements made in the last ~5 years or so, which is nice IMO)

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